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moondrunks bmodel skins

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  • seanstar
    started a topic moondrunks bmodel skins

    moondrunks bmodel skins

    with darkplaces were do these textures go?

    what do they get named?

    any help would be great

  • Seven
    replied
    Hello seanstar,

    I sent you a PM. I really like your invisibl.mdl in your screenshot.

    Thank you very much for a short answer to my PM.

    Best Regards,
    Seven

    Leave a comment:


  • seanstar
    replied
    thanks i did that and then threw them back in the pk3...looks awesome with moon and rares textures

    Leave a comment:


  • My-Key
    replied
    @seanstar

    In the screenshot You posted I see that You don't have proper ground texture. Probably You didn't convert link files (darkplaces can't read link files), so You have to unpack qrp-maptextures-2007-10-06r2.pk3, put convert-links.bat in textures folder and then execute it.

    Leave a comment:


  • seanstar
    replied
    thanks Baker...that worked great i think i needed them in a pk3

    then removed rygels textures and used these two pk3s

    qrp-maptextures-2007-10-06r2-7files
    QRP-NormalMaps_20.12.09-BETA

    OMG the game looks sick...the normals maps give the game depth way beyond rygels


    Uploaded with ImageShack.us
    Last edited by seanstar; 05-12-2010, 10:56 PM.

    Leave a comment:


  • Baker
    replied
    DarkPlaces skins have to go in id1/progs and use names like demon.mdl_0.tga

    Here are some pk3 files you can toss in id1 for DarkPlaces and examine the file structure with Pakscape or whatnot:

    http://www.quake-1.com/files/texture...skins-ogro.pk3 (Only looks good with rtlights on)
    http://www.quake-1.com/files/texture...id1-folder.pk3
    http://www.quake-1.com/files/texture...agues-pack.pk3
    http://www.quake-1.com/files/texture...ct-optimal.pk3
    http://www.quake-1.com/files/texture...s-fuhquake.pk3
    http://www.quake-1.com/files/texture...neogenisis.pk3
    http://www.quake-1.com/files/texture...-qrp-boxes.pk3
    http://www.quake-1.com/files/texture...xture-pack.pk3

    Leave a comment:


  • sb306
    replied
    Originally posted by glitch_ View Post
    first way would be to create a folder inside your quake directory. name it ' Q1isaRacist1 ' . inside that folder create a sub-folder called ' textures ' . in ' textures ' , create another sub named ' bmodels ' . extract your new bmodels into there . then add -Q1isaRacist1 somewhere into your command line next time you run DarkPlaces .

    Or,
    you can just create a new .PAK file in your /ID1 directory. create a folder within the new .PAK file called ' textures '. then , inside that folder create one called ' bmodels ' . extract them all in there.

    if you have a .PAK file with /textures/bmodels already existing . . make sure you name the new .PAK file you created the highest ending numbered .
    example - pak3 has yor old bmodel textures . be sure you name the new pak file at least pak4 + . if not, your originals (the ones your use to already) will load after the new ones and you wont see any change.

    OR!

    find the .PAK file with the current bmodels your trying to change...and extract your new ones overwriting the old .

    fack
    Thats a strange name for a folder.

    Leave a comment:


  • seanstar
    replied
    that didnt work with darkplaces, but it did with directq and they look great.

    Leave a comment:


  • glitch_
    replied
    first way would be to create a folder inside your quake directory. name it ' Q1isaRacist1 ' . inside that folder create a sub-folder called ' textures ' . in ' textures ' , create another sub named ' bmodels ' . extract your new bmodels into there . then add -Q1isaRacist1 somewhere into your command line next time you run DarkPlaces .

    Or,
    you can just create a new .PAK file in your /ID1 directory. create a folder within the new .PAK file called ' textures '. then , inside that folder create one called ' bmodels ' . extract them all in there.

    if you have a .PAK file with /textures/bmodels already existing . . make sure you name the new .PAK file you created the highest ending numbered .
    example - pak3 has yor old bmodel textures . be sure you name the new pak file at least pak4 + . if not, your originals (the ones your use to already) will load after the new ones and you wont see any change.

    OR!

    find the .PAK file with the current bmodels your trying to change...and extract your new ones overwriting the old .

    fack

    Leave a comment:

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