I got what you recommended to download in my other topic. There's a pak1pak already present in my qrack folder though. It's been there since day 1. I assume this other pak1pak you're talking about is better in some way? Do I just put in the new pak1 and take out the old one? (in the qrack folder of course)
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Hey Baker, about the qrack pak 1 graphics enhancement...
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Try renaming the new pack pak2.pak.
pak files need to be in sequential order pak0,pak1,pak2,pak3 etc etc etc... so just rename them and increase the pack number by 1 for every new pack
Or maybe you were referring to a replacement pack? I'd suggest trying my instructions above first and see if it works.
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Could be the same one I was referring to. Or it could be a CTF pak. Compare the file sizes. If they are the same, you are already using it.Originally posted by Seven_Force View PostI got what you recommended to download in my other topic. There's a pak1pak already present in my qrack folder though. It's been there since day 1.
[This is why I hate the pak0.pak, pak1.pak, etc. system ... you never know what you've got.[Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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I think Rook, is right. I'm already using the enhanced stuff. AND, I have good news. After Baker told me to scrap the idea of using reforged skins in qrack, I went and DL'd fragger's skins instead. (apparently he intended these specifically for qrack) I'm happy to report that I got them to work just fine! Please congratulate me since this is a HUGE breakthrough in my understanding of how Quake and its file structure function.
YES!
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I've even been able to find info on and successfully implement gl_shiny, (glossy metal) r_shadows, (shadows for all enemies/entities) and gl_detail, (didn't do much in the way of detail that i noticed, but sure as hell increased the game's brightness by a bit) all of which have made Quake look better!
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Just thought of another question too, this one might need to be answered by rook. I have an nvidia GTX 295 for my GPU. If I go into my nvidia control panel and bump up the antialiasing and anisotropic filtering for glQrack.exe, will Qrack respond to this override? I know that it already supports up to 8x anisotropic filtering in engine, (in the menu) but it would be cool to try and get 16x or something.
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It should work in DirectQ assuming that it follows standard naming conventions.IT LIVES! http://directq.blogspot.com/
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...there we are again MH
What are the "standard" naming conventions ?
- g_shot_0.tga
- g_shot.mdl_0.tga
- g_shot.tga
Unfortunately there is no standard that I am aware of.
I guess your engine understands all of the above 3 examples.
Most of the other engines dont.
But we already talked about this issue and its root cause in Bakers thread: here.
That is why I was suprised you wrote: "standard naming conventions"
Thank you again for your very informative post in Bakers thread.
More people should read it and understand why a standard naming convention does not exist.
And maybe never will.
Best wishes,
Seven
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