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  • Quakespasm HD ?

    Can I have install HD content in Quakespasm? Also how do I install it? I only find Darkplace stuff.

  • #2
    Quakespasm doesn't support model replacement textures.
    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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    • #3
      ... right !

      ... but Quakespasm supports maps' HD textures:
      --> see for example : http://quakeone.com/forums/quake-mod...tml#post158799

      In reality Quakespasm supports only .tga textures files (no jpg, gif ...)
      The textures should be put in the "texture" folder of the relative mod/map folder.
      The textures should be either uncompressed or contained in .pak file (Quakespasm does not read .pk3 archives).

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      • #4
        Randomquake,

        I also suggest the Authentic Model pack, which works with all the ports, Quakespasm included:

        http://quakeone.com/forums/quake-mod...tml#post164095

        The pack includes Skiffy's shambler : http://quakeone.com/forums/quake-mod...tml#post163806

        and many other models that look original but are a bit more high-poly.

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        • #5
          When you say "any", do you mean even GLQuake can use this pack?

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          • #6
            Izhido,

            According to the readme file -->

            "advanced engine needed : Any (tested on FitzQuake Mark V)"

            I'm using it with Quakespasm and Darkplaces

            Not tested with the new AfterQuake nor with GLQuake

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            • #7
              Ok, thanks I will give them a try. Also Icaro, do you know if Quakespasm can imitate software look?

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              • #8
                If you're talking about disabling texture-filtering to get the crisp pixelated look...

                I think ever quake engine which is build on gl-quake should support gl_texturemode in console?

                Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quake
                Last edited by talisa; 08-03-2016, 02:43 PM.
                .
                are you curious about what all there is out there in terms of HD content for quake?
                > then make sure to check out my 'definitive' HD replacement content thread! <
                everything that is out there for quake and both mission-packs, compiled into one massive thread

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                • #9
                  Originally posted by talisa
                  If you're talking about disabliny texture-filtering to get the crisp pixelated look...

                  I think ever quake engine should support gl_texturemode in console?

                  Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quake
                  Ok, thanks, Im sorry for asking too much questions, but do you know how to ue the shadows from Quakespasm in FTQuake? In Quakespasm they are just normal shadows but in FTEQUAKE they are only blob hadow, Im using r_shadows 1 command.

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                  • #10
                    Sorry but im afraid not... I mainly use darkplaces engine myself.

                    I do use fteqw engine but only use it for hexen, not for quake....

                    .

                    But im sure spike (creator of fteqw) can prolly tell you
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • #11
                      Originally posted by talisa View Post
                      Sorry but im afraid not... I mainly use darkplaces engine myself.

                      I do use fteqw engine but only use it for hexen, not for quake....

                      .

                      But im sure spike (creator of fteqw) can prolly tell you
                      Ok, thanks!

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